Mumakil Archers

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LordOfAles
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Mumakil Archers

Post by LordOfAles » Tue Aug 29, 2017 6:21 pm

An LOTR unit.Haradrim stole mumakils from Tauredains to use them for war.

Hp:300
Power:12
Action/turn:3
Speed:1
Range:7
Sight:8
Cost:14
Gem cost:1
Built in:Castles
Size:2x2
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Mumakil archers.png
Mumakil archers.png (6.3 KiB) Viewed 1297 times
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LordOfAles
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Re: Mumakil Archers

Post by LordOfAles » Tue Aug 29, 2017 6:33 pm

Image made in 2 mins lol :lol:
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Sunrise Samurai
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Re: Mumakil Archers

Post by Sunrise Samurai » Tue Aug 29, 2017 7:09 pm

It's an elephant archer. Why make it so big?
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LordOfAles
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Re: Mumakil Archers

Post by LordOfAles » Tue Aug 29, 2017 7:29 pm

1.Thats a mumakil,not an elephant
2.Those r Hararim archers(yeah hard to notice them)
3.Look at 1. And 2.
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Sunrise Samurai
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Re: Mumakil Archers

Post by Sunrise Samurai » Tue Aug 29, 2017 8:20 pm

A 2x2 unit is awkward unless used in campaigns. 300 life is op if it actually has open space to move, as is 7 range, 3 actions, and 12 power.

Here:
Cost 8
120 life (still huge)
8 power (again, not bad)
5 range​ (reasonable, not over the top)
Speed 2 (not quite as slow)
Carries 2, units inside can attack
1x1 size

It acts similar, using archers inside to give the power, while shielding them with it's bulk.
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LordOfAles
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Re: Mumakil Archers

Post by LordOfAles » Tue Aug 29, 2017 9:39 pm

But only archer units should attack if possible,hp 140,should deal 40 dmg,trample,cost 9 or 10,thats a mumakil after all
Last edited by LordOfAles on Wed Aug 30, 2017 10:59 am, edited 1 time in total.
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Puss_in_Boots
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Re: Mumakil Archers

Post by Puss_in_Boots » Tue Aug 29, 2017 9:41 pm

Isn't it only going to be used for campaigns, why does costs matter?
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LordOfAles
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Re: Mumakil Archers

Post by LordOfAles » Tue Aug 29, 2017 9:47 pm

It will be used in normal game too,thats why
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Re: Mumakil Archers

Post by Puss_in_Boots » Tue Aug 29, 2017 9:58 pm

I don't think 2x2 units should ever be producable in a regular game... :|

They are very broken in this game.
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Alexander82
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Re: Mumakil Archers

Post by Alexander82 » Tue Aug 29, 2017 9:58 pm

They won't be
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LordOfAles
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Re: Mumakil Archers

Post by LordOfAles » Tue Aug 29, 2017 11:27 pm

Kk we accepted 1x1 already
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Re: Mumakil Archers

Post by Sunrise Samurai » Wed Aug 30, 2017 12:28 am

Trample at range? That's a seige weapon. I'm trying to keep it balanced here. Remember that if this is ranged, it should have less hp and power than a war elephant. I was probably being more generous than I should have been with saying 120 hp. 80 might actually be more like it, given the range. Even that is monstrous. It's only because it's meant as a carrier tank that I say 120. And 5 range, remembering that if it's human, blacksmith techs will increase it. I think it's all or nothing for who attacks from inside, sadly, otherwise I'd agree it should be only archers.
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Alexander82
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Re: Mumakil Archers

Post by Alexander82 » Wed Aug 30, 2017 1:03 am

The upper part of the image need some serious rework.
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Re: Mumakil Archers

Post by Alexander82 » Wed Aug 30, 2017 1:08 am

Now I see those are for humans but in lord of the rings are part of the orc army.
A big no here.
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Sunrise Samurai
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Re: Mumakil Archers

Post by Sunrise Samurai » Wed Aug 30, 2017 1:27 am

Good point. The humans allied with orcs in lotr are under the orcs category. Can this topic be moved to orcs please? Also, I do believe that makes this a campaign only unit, which changes the balancing a lot. It needs to be balanced for the maps it will be used in.
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Re: Mumakil Archers

Post by MightyGuy » Wed Aug 30, 2017 1:37 am

I agree
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Alexander82
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Re: Mumakil Archers

Post by Alexander82 » Wed Aug 30, 2017 1:52 am

Me too
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Sunrise Samurai
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Re: Mumakil Archers

Post by Sunrise Samurai » Wed Aug 30, 2017 2:31 am

So, we can safely scrap everything we came up with :lol: any ideas for *campaign* balancing? So far it's been for random​ maps.
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Re: Mumakil Archers

Post by LordOfAles » Wed Aug 30, 2017 10:58 am

Sunrise Samurai wrote:Trample at range? That's a seige weapon. I'm trying to keep it balanced here. Remember that if this is ranged, it should have less hp and power than a war elephant. I was probably being more generous than I should have been with saying 120 hp. 80 might actually be more like it, given the range. Even that is monstrous. It's only because it's meant as a carrier tank that I say 120. And 5 range, remembering that if it's human, blacksmith techs will increase it. I think it's all or nothing for who attacks from inside, sadly, otherwise I'd agree it should be only archers.
LOL

I thought archers could shoot from it,but mumakils alone range 1

Sorry for mistake :lol:
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LordOfAles
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Re: Mumakil Archers

Post by LordOfAles » Wed Aug 30, 2017 11:02 am

So you guys think we can keep this image(with some rework of course),and make some crazy stats for campaigns?

If so might as well as move it here
viewforum.php?f=130
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patroid
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Re: Mumakil Archers

Post by patroid » Wed Aug 30, 2017 11:28 am

The engine cant handle 2 types of attack for 1 Unit.

Make it a ranged Unit with some kind of melee spell.
Start from the elearcher stats and add a bit HP and a maybe 2 actions each turn.
Then try to figure out a spell.

My ideas:

-TRAMPLE (Catapult Area Dmg Effect) 2Turn cooldown
-THROW (Throw an adjanved unit in the sky instant killing it or removing a massive amount of hp)
(In Film elephants often throw melee soldier with their horns into the sky)
-STOMP (literally stomp an adjanced enemy unit into the ground. Deals massive dmg (2turn cd)

And similar things where an elefant uses his weigth to kill nearby enemys.


Patroid

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